/Engine/Source/Runtime/GeometryCore/Public/DynamicMesh/MeshIndexUtil.h
Split the triangle one-ring at VertexID into two triangle sets by "cutting" it with edge SplitEdgeID that is connected to VertexID. VertexID must be a boundary-vertex of the mesh, otherwise one edge is not enough to "split" it. Bowtie vertices are not supported.
false if the split failed, ie the inputs are invalid or one of the output sets is empty
namespace UE { namespace Geometry { bool UE::Geometry::SplitBoundaryVertexTrianglesIntoSubsets ( const [FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) * Mesh, int32 VertexID, int32 SplitEdgeID, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TriangleSet0, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TriangleSet1 ) } }